SoulFire TypeScript SDK 2.10.3
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    Interface AttackEntityTaskOptions

    Scheduling, ownership, and request options for a durable bot task.

    Unspecified policies use server defaults. RPC timeouts and task deadlines control different stages. Reuse an idempotency key when retrying a submission.

    interface AttackEntityTaskOptions {
        attackRange?: number;
        call?: CallOptions;
        causationId?: string;
        conflictPolicy?: BotTaskConflictPolicy;
        deadline?: Date;
        disconnectPolicy?: BotTaskDisconnectPolicy;
        idempotencyKey?: string;
        maximumAttacks?: number;
        parentTaskId?: string;
        path?: MessageInit<PathfindOptions>;
        priority?: BotTaskPriority;
        reconnectPolicy?: BotTaskReconnectPolicy;
        restoreSelectedSlot?: boolean;
        selectBestWeapon?: boolean;
        sprinting?: boolean;
        targetUnavailableTimeoutSeconds?: number;
        useOffhandShield?: boolean;
        weapon?: MessageInit<ItemSelector>;
    }

    Hierarchy (View Summary)

    Index
    attackRange?: number

    Defaults to 3, at most 6.

    call?: CallOptions
    causationId?: string

    from field: optional string causation_id = 10;

    conflictPolicy?: BotTaskConflictPolicy

    from field: soulfire.v1.BotTaskConflictPolicy conflict_policy = 4;

    deadline?: Date

    The task ends as TIMED_OUT at this time. Must be in the future.

    disconnectPolicy?: BotTaskDisconnectPolicy

    from field: soulfire.v1.BotTaskDisconnectPolicy disconnect_policy = 6;

    idempotencyKey?: string

    from field: optional string idempotency_key = 11;

    maximumAttacks?: number

    0 (the default) attacks until the target is defeated.

    parentTaskId?: string

    from field: optional string parent_task_id = 9;

    path?: MessageInit<PathfindOptions>
    priority?: BotTaskPriority

    from field: soulfire.v1.BotTaskPriority priority = 7;

    reconnectPolicy?: BotTaskReconnectPolicy

    from field: soulfire.v1.BotTaskReconnectPolicy reconnect_policy = 5;

    restoreSelectedSlot?: boolean

    Reselects the previous hotbar slot when the task stops. Defaults to true.

    selectBestWeapon?: boolean

    Picks the strongest melee weapon (among weapon if set). Defaults to true.

    sprinting?: boolean
    targetUnavailableTimeoutSeconds?: number

    How long the target may stay out of sight before the task ends. Defaults to 10, at most 3600.

    useOffhandShield?: boolean

    Raises a shield held in the offhand while approaching and between attacks.

    weapon?: MessageInit<ItemSelector>